예제 #1
0
 /// <summary>Sets up an inventory.</summary>
 /// <param name="inventory">Inventory to be set up</param>
 /// <param name="enemy">Is this an <see cref="Enemy"/>'s inventory?</param>
 public void SetUpInventory(List <Item> inventory, bool enemy = false)
 {
     for (int i = 0; i < 40; i++)
     {
         ItemSlot slot = (ItemSlot)FindNode($"ItemSlot{i + 1}");
         slot.Enemy = enemy;
         if (i < inventory.Count)
         {
             GameState.AddItemInstanceToSlot(slot, inventory[i]);
         }
     }
 }
예제 #2
0
 /// <summary>Sets up an inventory.</summary>
 /// <param name="inventory">Inventory to be set up</param>
 public void SetUpInventory(List <Item> inventory)
 {
     for (int i = 0; i < 80; i++)
     {
         ItemSlot slot = (ItemSlot)FindNode($"ItemSlot{i + 1}");
         slot.Merchant = true;
         if (i < inventory.Count)
         {
             GameState.AddItemInstanceToSlot(slot, inventory[i]);
         }
     }
 }
예제 #3
0
        /// <summary>Sets up the <see cref="Equipment"/> in the Grid.</summary>
        /// <param name="equipment"><see cref="Equipment"/> to be set up</param>
        /// <param name="level">Maximum level of <see cref="Item"/>s to be allowed in the Grid</param>
        /// <param name="currentClass">Required <see cref="HeroClass"/> of <see cref="Item"/>s allowed in the Grid</param>
        /// <param name="enemy">Is this Grid for an <see cref="Enemy"/>?</param>
        public void SetUpEquipment(Equipment equipment, int level = 0, HeroClass currentClass = null, bool enemy = false)
        {
            if (currentClass != null)
            {
                WeaponSlot.CurrentClass    = currentClass;
                HeadSlot.CurrentClass      = currentClass;
                BodySlot.CurrentClass      = currentClass;
                HandsSlot.CurrentClass     = currentClass;
                LegsSlot.CurrentClass      = currentClass;
                FeetSlot.CurrentClass      = currentClass;
                LeftRingSlot.CurrentClass  = currentClass;
                RightRingSlot.CurrentClass = currentClass;
            }
            else
            {
                currentClass = new HeroClass();
            }

            if (enemy)
            {
                WeaponSlot.Enemy    = true;
                HeadSlot.Enemy      = true;
                BodySlot.Enemy      = true;
                HandsSlot.Enemy     = true;
                LegsSlot.Enemy      = true;
                FeetSlot.Enemy      = true;
                LeftRingSlot.Enemy  = true;
                RightRingSlot.Enemy = true;
            }
            if (level != 0)
            {
                WeaponSlot.MaximumItemLevel    = level;
                HeadSlot.MaximumItemLevel      = level;
                BodySlot.MaximumItemLevel      = level;
                HandsSlot.MaximumItemLevel     = level;
                LegsSlot.MaximumItemLevel      = level;
                FeetSlot.MaximumItemLevel      = level;
                LeftRingSlot.MaximumItemLevel  = level;
                RightRingSlot.MaximumItemLevel = level;
            }

            if (equipment.Weapon != new Item())
            {
                GameState.AddItemInstanceToSlot(WeaponSlot, equipment.Weapon);
            }
            else if (equipment.Weapon == new Item() && !enemy)
            {
                GameState.AddItemInstanceToSlot(WeaponSlot, GameState.DefaultWeapon);
            }
            if (equipment.Head != new Item())
            {
                GameState.AddItemInstanceToSlot(HeadSlot, equipment.Head);
            }
            if (equipment.Body != new Item())
            {
                GameState.AddItemInstanceToSlot(BodySlot, equipment.Body);
            }
            if (equipment.Hands != new Item())
            {
                GameState.AddItemInstanceToSlot(HandsSlot, equipment.Hands);
            }
            if (equipment.Legs != new Item())
            {
                GameState.AddItemInstanceToSlot(LegsSlot, equipment.Legs);
            }
            if (equipment.Feet != new Item())
            {
                GameState.AddItemInstanceToSlot(FeetSlot, equipment.Feet);
            }
            if (equipment.LeftRing != new Item())
            {
                GameState.AddItemInstanceToSlot(LeftRingSlot, equipment.LeftRing);
            }
            if (equipment.RightRing != new Item())
            {
                GameState.AddItemInstanceToSlot(RightRingSlot, equipment.RightRing);
            }
        }